levelshots/UJE_hospital_sniper_cc_automap
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/UJE_hospital_sniper_cc.tga
        depthFunc equal
        rgbGen identity
    }
}

levelshots/UJE_hospital_sniper_cc_trans
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/UJE_hospital_sniper_cc.tga
        blendfunc blend
        rgbGen identity
        alphaGen vertex
    }
}


//--- de lucht
textures/UJE_jungle_sniper/uje_sky
{
	qer_editorimage textures/UJE_jungle_sniper/sky/ujesky_lf.tga
	q3map_lightrgb 0.8 0.9 1.0
	//q3map_sunExt red green blue intensity degrees elevation deviance samples
//	q3map_sun 1 .95 .9 100 60 60
	q3map_sunExt 1 .95 .9 100 60 60 2 16   //140 ipv 60
	// q3map_lightmapFilterRadius self other
	q3map_lightmapFilterRadius 0 8
	// q3map_skylight amount iterations
	q3map_skylight 50 5

//	sunshader textures/UJE_jungle_sniper/uje_sun	// de sprite van een schijnende zon

	surfaceparm sky
	skyparms "textures/UJE_jungle_sniper/sky/ujesky" - -
	surfaceparm nodlight
	surfaceparm nolightmap
	surfaceparm noimpact
	nopicmip
	nomipmaps
}


// de blinkende vloer
textures/UJE_hospital_sniper/vloerhout
{
	qer_editorimage textures/UJE_hospital_sniper/vloerhout.jpg
	surfaceparm metalsteps
	{
		map $lightmap
		rgbgen identity
	}
	{
		map textures/UJE_hospital_sniper/vloerhout.jpg
		rgbGen identity
		blendFunc filter
	}
	{
		map textures/UJE_hospital_sniper/uje_blingbling.tga
		blendfunc gl_src_alpha gl_one
		alphaGen const 0.05
		tcGen environment
	}
}


textures/UJE_hospital_sniper/wiel
{
	qer_editorimage textures/UJE_hospital_sniper/wiel.jpg
	surfaceparm nonsolid
	implicitMap -
}
textures/UJE_hospital_sniper/wielrib
{
	qer_editorimage textures/UJE_hospital_sniper/wielrib.jpg
	surfaceparm nonsolid
	implicitMap -
}


//--- water
textures/UJE_jungle_sniper/waternodraw
{
	qer_editorimage textures/common/nodrawwater.tga
	qer_trans .5
	
	surfaceparm nomarks
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm water
}

textures/UJE_jungle_sniper/water_base
{
	nocompress
	qer_editorimage textures/UJE_jungle_sniper/c1_128.tga
	qer_trans .40
	q3map_globaltexture
	q3map_nonplanar
	q3map_nofog
	surfaceparm water
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm lightfilter //zichtbare  texture tint op ondergrond  vanuit onder water
//	surfaceparm pointlight
}

textures/UJE_jungle_sniper/uje_water
{
	q3map_baseshader textures/UJE_jungle_sniper/water_base
	qer_editorimage textures/UJE_jungle_sniper/c1_128.tga
	cull none
	tessSize 512
	deformVertexes wave 224 sin 0 3 0.5 0.23

	{
		animMap 9 textures/UJE_jungle_sniper/c1_128.tga textures/UJE_jungle_sniper/c2_128.tga textures/UJE_jungle_sniper/c3_128.tga textures/UJE_jungle_sniper/c4_128.tga textures/UJE_jungle_sniper/c5_128.tga textures/UJE_jungle_sniper/c6_128.tga textures/UJE_jungle_sniper/c7_128.tga textures/UJE_jungle_sniper/c8_128.tga
		blendfunc gl_src_alpha gl_one
		alphaGen const 0.25
		rgbGen vertex
		depthWrite
		tcmod scale 0.3 0.25
		tcmod turb 0 0.1 0.3 0.25
		tcmod scroll 0.004 0.003
	}
	{ 
		map textures/UJE_jungle_sniper/water.tga
		rgbGen identity
		blendFunc blend
		alphaGen const 0.85 //0.56
		depthWrite
	}
	{
		map textures/UJE_jungle_sniper/uje_env.tga
		blendfunc gl_src_alpha gl_one
		alphaGen const 0.05
		tcGen environment
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
		depthFunc equal	
	}
}